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    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

There methods, though not perfect AFAIK.
ZombyDragon Ares General Discussion 1 748 2 974 024 26.09.2006, 00:41:05
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Just wondering, but have you made any progress on the drain weapon?
ZombyDragon Ares General Discussion 1 748 2 974 024 25.09.2006, 08:17:26
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Oooooooo! Me been wanting that!!
ZombyDragon Ares General Discussion 1 748 2 974 024 24.09.2006, 22:28:36
    Thread: Super Weapons in 1.09
Post: RE: Super Weapons in 1.09

If iron curtian was on warheads then you could use immunities and warheads...
ZombyDragon Old RockPatch Discussions 39 64 824 24.09.2006, 16:49:50
    Thread: Super Weapons in 1.09
Post: RE: Super Weapons in 1.09

Oh, I had an idea a while back. Instead of cloning the Iron Curtian why not attach that logic to warheads? I personaly have a few ideas on how it can be used, and it would still be a simple task to us...
ZombyDragon Old RockPatch Discussions 39 64 824 24.09.2006, 07:00:02
    Thread: Super Weapons in 1.09
Post: RE: Super Weapons in 1.09

I have used the chem missile from TS with the Fire Type SW. So atleast the TS missiles are reproduceable.
ZombyDragon Old RockPatch Discussions 39 64 824 23.09.2006, 20:13:16
    Thread: Super Weapons in 1.09
Post: RE: Super Weapons in 1.09

Chronosphere, country paradrop.
ZombyDragon Old RockPatch Discussions 39 64 824 23.09.2006, 16:53:40
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Good point, I should keep my mouth shut...
ZombyDragon Ares General Discussion 1 748 2 974 024 18.09.2006, 20:40:06
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

"roooooks"? I think you mean something like "roooocks" :P Anyways, new weapon effects are always welcome! (Not that meny of your features woulden't be though) BTW, would you be willing to bring IsBi...
ZombyDragon Ares General Discussion 1 748 2 974 024 18.09.2006, 08:15:09
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Me likes. :)
ZombyDragon Ares General Discussion 1 748 2 974 024 17.09.2006, 08:41:12
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

How are you thinking of updating the drain weapon? Are you simply gonna make it long ranged? Or are you gonna add new effects?
ZombyDragon Ares General Discussion 1 748 2 974 024 16.09.2006, 19:12:49
    Thread: Multiple non-conflicting mods
Post: RE: Multiple non-conflicting mods

I still think the folder way is easier, but if any of this is done then it is how it is.
ZombyDragon Red Alert 2 & Yuri's Revenge Editing 232 376 823 13.09.2006, 08:56:26
    Thread: Multiple non-conflicting mods
Post: RE: Multiple non-conflicting mods

The idea with the ModXX folders is that no special icons or typing is needed, and it would only ask if the user installed it. Hmmm, maybe have Mod[String] (Like ModDerelict Soil) and it will display...
ZombyDragon Red Alert 2 & Yuri's Revenge Editing 232 376 823 13.09.2006, 04:20:48
    Thread: Multiple non-conflicting mods
Post: RE: Multiple non-conflicting mods

Maybe have Mod01 (Mod02, Mod 03, ect) folders, and if it detects them then it gives you the option while loading?
ZombyDragon Red Alert 2 & Yuri's Revenge Editing 232 376 823 12.09.2006, 18:32:02
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

I may be wrong and dont have time to check, but I dont think aircraft can use that.
ZombyDragon Ares General Discussion 1 748 2 974 024 10.09.2006, 06:31:49
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Were not pissed off at the mod, were pissed off at bobbing about for bringing it up every post or two. (Special when he says stuff like "I require no less then" "I need" "This is important to my mod" ...
ZombyDragon Ares General Discussion 1 748 2 974 024 08.09.2006, 18:48:29
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

I think it would be best if you did not think of new features... >_>
ZombyDragon Ares General Discussion 1 748 2 974 024 07.09.2006, 19:07:27
    Thread: DROPSHIP in YR
Post: RE: DROPSHIP in YR

Glad to hear it :) Sorry about being so blunt, but would you be willing to make a SW version of the function?
ZombyDragon Old RockPatch Discussions 32 53 351 05.09.2006, 19:22:30
    Thread: DROPSHIP in YR
Post: RE: DROPSHIP in YR

What is the bug exactly? (There aint nothing I can do to help, but I still like knowing)
ZombyDragon Old RockPatch Discussions 32 53 351 04.09.2006, 08:25:48
    Thread: DROPSHIP in YR
Post: RE: DROPSHIP in YR

Can something relating to dropships be assumed a 1.09 feature? Or are you simply looking around and learning?
ZombyDragon Old RockPatch Discussions 32 53 351 03.09.2006, 01:52:44
    Thread: DROPSHIP in YR
Post: RE: DROPSHIP in YR

Can taskforces use letters? If so [RP000001], [RP000002], ect would work.
ZombyDragon Old RockPatch Discussions 32 53 351 31.08.2006, 17:30:45
    Thread: DROPSHIP in YR
Post: RE: DROPSHIP in YR

If you do end up adding a count down timer, maybe make the remaining units random?
ZombyDragon Old RockPatch Discussions 32 53 351 31.08.2006, 06:28:22
    Thread: DROPSHIP in YR
Post: RE: DROPSHIP in YR

Looks great! But I have I have request, would it be possible to make it a SW, where it will randomly send one of the 3 ships to the targeted spot? Well, if you do, I will be extremely greatful! If you...
ZombyDragon Old RockPatch Discussions 32 53 351 30.08.2006, 17:04:05
    Thread: New walls?
Post: RE: Patching extra functionality into <gamemd.exe>

I dont think this really has anything to do with the RP or this topic... Maybe Create a new topic in a RA2 modding section?
ZombyDragon Red Alert 2 & Yuri's Revenge Editing 4 6 583 28.08.2006, 21:50:45
    Thread: RockPatch v1.08 released!
Post: RE: RockPatch v1.08 released!

As stated before, alot of people can use that, but pd/vk arnt machines. They will do as they please. :)
ZombyDragon News from the Battlefield 58 90 872 27.08.2006, 09:39:25
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Some people like half a million crates :P Anyways, those look interesting but would be useless with some transparency to blend it... otherwise it looks like a ms paint job.
ZombyDragon Ares General Discussion 1 748 2 974 024 27.08.2006, 09:35:49
    Thread: RockPatch v1.08 released!
Post: RE: RockPatch v1.08 released!

Glad its finaly out :)
ZombyDragon News from the Battlefield 58 90 872 20.08.2006, 21:02:30
    Thread: Yet another delay
Post: RE: Yet another delay

The supprise feature isnt a side-effect or useful bug, the supprise ones are generaly someone alot of people want or would like.
ZombyDragon News from the Battlefield 35 55 010 20.08.2006, 16:43:10
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

That would be an awsome effect :) Another idea, would remap electro bolts work? It would go well with IsHouseColor= on lasers.
ZombyDragon Ares General Discussion 1 748 2 974 024 20.08.2006, 02:27:10
    Thread: Yet another delay
Post: RE: Yet another delay

What exactly is it trying to do? Does it simply not know how to remove it? Or does it not know what to do next?
ZombyDragon News from the Battlefield 35 55 010 18.08.2006, 21:28:00